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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D RPG Quickstart
  • 08 Status Effects

08 Status Effects

Table of Contents
  • Status Effect Types
    • 0: Neutral
    • 1: Positive
    • 2: Negative
  • Status Effects
    • 0: Poison
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Value Changes
    • 1: Boost
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Value Changes
    • 2: Protect
      • Content Information
      • Change Settings > Status Value Changes > Status Value Change 0
      • Change Settings > Status Value Changes > Status Value Change 1
    • 3: Stun
      • Content Information
      • Base Settings
      • End Settings
  • Save Changes

In this tutorial we’ll set up status effects.

Status effects are used for all kinds of status changing afflictions – positive and negative. E.g. poison (damage over time) or giving status value bonuses, but also to just mark a combatant, like a provoke effect making it the primary target. Learn more about status effects in this documentation.

We’ll only use 4 status effects for our small game:

  • poison (damage each turn)
  • boost (increasing ATK and MATK)
  • protect (increasing DEF and MDEF)
  • stun (blocking any action)

Let’s get to it.

Status Effect Types #

Status effect types can be used (and we’ll use them in this way) to change status effects, e.g. removing all or the newest negative status effect.

Navigate to Status > Status Effect Types, we’ll change the already added Default type and add additional types.

0: Neutral #

  • Name
    Set to: Neutral

1: Positive #

  • Name
    Set to: Positive

2: Negative #

  • Name
    Set to: Negative

Status Effects #

Now it’s time to set up our status effects, navigate to Status > Status Effects, we’ll change the already added Default effect and add additional effects.

0: Poison #

A standard effect in an RPG – we’ll let it deal 15% damage each turn.

Content Information #

  • Name
    Set to: Poison
  • Sprite (Icon)
    Select icons_311.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

End Settings #

These settings define how and when the effect ends. We’ll let the poison go on until it’s either cured (e.g. via a cure potion) or the combatant dies.

  • End After
    Select None.
    I.e. the effect will not end automatically after some time/turns.
  • End On Death
    Enable this setting.
    The effect will end if the combatant dies.

Change Settings > Status Value Changes #

We’ll reduce the HP of the afflicted combatant by 15% each turn (on the start of the turn).

Click on Add Status Value Change.

  • Status Value
    Select HP.
  • Set On
    Select Turn Start.
  • Change Value
    Select Value > Value.
    Set the value to 15.
  • Operator
    Select Sub.
  • Set In
    Select Percent.

1: Boost #

This effect will give ATK and MATK a bonus of 10 points.

Content Information #

  • Name
    Set to: Boost
  • Sprite (Icon)
    Select icons_242.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Positive.

End Settings #

These settings define how and when the effect ends. We’ll let the poison go on until it’s either cured (e.g. via a cure potion) or the combatant dies.

  • End After
    Select Turn End.
    The effect will end at the end of the combatant’s turn (after a defined number of turns).
  • Turn/Time Duration
    Select Value > Value.
    Set the value to 3.
  • User Extra Turn/Action
    Enable this setting.
    If the user adds the effect to itself, the duration will get an extra turn (since the turn ends afterwards and would reduce the duration again).
  • End With Battle
    Enable this setting.
    The effect will end when the battle ends, i.e. it isn’t carried over to the next battle.
  • End On Death
    Enable this setting.

Change Settings > Status Value Changes #

Click on Add Status Value Change.

  • Status Value
    Select ATK.
  • Set On
    Select Apply.
    The change is done when the effect is added to the combatant.
  • Change Value
    Select Value > Value.
    Set the value to 10.
  • Operator
    Select Add.
  • Set In
    Select Value.
    I.e. ATK will be increased by 10.

We also want to add the same bonus to MATK, so we simply copy the change settings.

Copy the Status Value Change 0 and change the following settings.

  • Status Value
    Select MATK.

2: Protect #

This effect will give DEF and MDEF a bonus of 10 points.

Since it’s similar to Boost, we’ll just create a copy of Boost and adjust the settings.

Content Information #

  • Name
    Set to: Protect
  • Sprite (Icon)
    Select icons_244.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Change Settings > Status Value Changes > Status Value Change 0 #

  • Status Value
    Select DEF.

Change Settings > Status Value Changes > Status Value Change 1 #

  • Status Value
    Select MDEF.

3: Stun #

This effect will prevent the combatant from performing any actions for 2 turns.

Content Information #

  • Name
    Set to: Stun
  • Sprite (Icon)
    Select icons_239.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Status Effect Type
    Select Negative.

The Effect States settings are used to block a combatant from performing defined actions.

  • Block All Actions
    Enable this setting.
    This’ll prevent the combatant from using any action and completely blocks them from having a turn.

End Settings #

Since the combatant can’t have a turn (due to the Block All Actions setting), turn durations need to use Battle Turns instead.

  • End After
    Select Battle Turn Start.
    The effect will end at the start of a new battle turn (i.e. independent from combatant turns).
  • Turn/Time Duration
    Select Value > Value.
    Set the value to 2.
  • End With Battle
    Enable this setting.
  • End On Death
    Enable this setting.

Save Changes #

And that’s it for the status effect setup.

Save the changes using the Save Settings button at the bottom of the editor.

 

Next, we’ll set up our first ability – the base attack.

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Updated on March 6, 2023
Table of Contents
  • Status Effect Types
    • 0: Neutral
    • 1: Positive
    • 2: Negative
  • Status Effects
    • 0: Poison
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Value Changes
    • 1: Boost
      • Content Information
      • Base Settings
      • End Settings
      • Change Settings > Status Value Changes
    • 2: Protect
      • Content Information
      • Change Settings > Status Value Changes > Status Value Change 0
      • Change Settings > Status Value Changes > Status Value Change 1
    • 3: Stun
      • Content Information
      • Base Settings
      • End Settings
  • Save Changes
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